Proceedings of the Fifth International Conference on Arts and Design Education (ICADE 2022)

Visual Representation and Its Impacts in Rising Positive Emotions Through Interactive Media: Candy Crush Saga Case Study

Authors
Arwin Purnama Jati1, *, Agustinus Dicky Prastomo1
1Universitas Katolik Soegijapranata, Semarang, Indonesia
*Corresponding author. Email: arwin@unika.ac.id
Corresponding Author
Arwin Purnama Jati
Available Online 28 September 2023.
DOI
10.2991/978-2-38476-100-5_21How to use a DOI?
Keywords
Visual Analysis; Representation; Interactive Media; Positive Emotion
Abstract

The objective of this research is to observe visual elements in CCS as an interactive media that represent objects led to positive emotions and determine well-perceived visual aspects as one of measurement of interaction basic between people and technology-based media. The Covid-19 pandemic that occurred in Indonesia had an impact on changes in several aspects, including social interaction. It also arises negative emotions such as sadness, depression, and others. In difficult situations, people start using technology-based media and cause changes in social communication/interaction. These changes occur because digital media naturally convey information in an efficient, even personal, way. Visual images are important to support the needs. Visuals are considered a trigger for positive emotions. Visual applied in digital media as user-centered interaction allows user to access digital content easily, as well as to absorb information efficiently. It can also help increase one’s work productivity. Case study in “Candy Crush Saga” (CCS) game is chosen as the game represents the impact of positive emotion rises on its user or game player. The research uses qualitative methodology through collecting data of interactive digital media, visual experience studies that relate to positive emotions, visual elements of CCS interface, as well as data analysis and the interpretation of positive emotions. The study results that digital media interactive such game and its visual could increasing positive emotions. In the future the model of visual trend might be applied in some media related to digital media interactive and for sustainable development.

Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the Fifth International Conference on Arts and Design Education (ICADE 2022)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
28 September 2023
ISBN
978-2-38476-100-5
ISSN
2352-5398
DOI
10.2991/978-2-38476-100-5_21How to use a DOI?
Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Arwin Purnama Jati
AU  - Agustinus Dicky Prastomo
PY  - 2023
DA  - 2023/09/28
TI  - Visual Representation and Its Impacts in Rising Positive Emotions Through Interactive Media: Candy Crush Saga Case Study
BT  - Proceedings of the Fifth International Conference on Arts and Design Education (ICADE 2022)
PB  - Atlantis Press
SP  - 142
EP  - 150
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-100-5_21
DO  - 10.2991/978-2-38476-100-5_21
ID  - Jati2023
ER  -